
uniform vec3 start;
uniform vec3 end;

in vec3 fColor;
in float fAlpha;
in vec2 fTexCoord;

float tween(float t)
{
	return clamp(t*t*t*(t*(t*6-15)+10),0,1);
}

void main()
{   
    gl_FragColor = vec4(fColor, fAlpha);
}
